Time |
Nick |
Message |
00:04 |
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00:24 |
waressearcher2 |
I want to find source code, that is "playable" but that doesn't have too much code, something that just generage landscape where you can just walk, without any other features |
00:24 |
waressearcher2 |
celeron55: you here ? |
00:26 |
waressearcher2 |
I looked at "0.2.20110731_3" even its code would be too complicated to understand for me and to make it into something |
01:04 |
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01:13 |
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01:52 |
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02:16 |
paramat |
hi hmmmm please could you review #3216 sometime? should be quick and easy, please check my bitwise operations, i made it more robust on your request |
02:16 |
ShadowBot |
https://github.com/minetest/minetest/issues/3216 -- Mapnode: Replace rotateAlongYAxis with improved version by paramat |
02:56 |
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02:59 |
hmmmm |
hrmm |
02:59 |
hmmmm |
maybe it would be more clear which bits are being set and unset if hex notation were used for the digit |
02:59 |
hmmmm |
0x1F |
02:59 |
hmmmm |
too bad we can't use binary number literals in C |
03:00 |
hmmmm |
it looks good though |
03:02 |
hmmmm |
what would be best is if there was a constant for 0x1F though, to assign meaning to that number for people who might not know that facedir only uses the first 5 bits |
03:02 |
hmmmm |
it could look arbitrary |
03:02 |
hmmmm |
maybe like |
03:02 |
hmmmm |
#define NODE_FACEDIR_MASK 0x1F or something |
03:02 |
hmmmm |
i don't know |
03:03 |
hmmmm |
#define NODE_FACEDIR_MASK ((1 << 5) - 1) |
03:05 |
VanessaE |
that's a bit of a rube goldberg don't you think? |
03:10 |
hmmmm |
? |
03:10 |
VanessaE |
I mean your last line versus the previous |
03:10 |
VanessaE |
0x1F is perfectly understandable as a mask |
03:11 |
hmmmm |
well okay |
03:13 |
VanessaE |
and btw, it uses the bottom 6 bits for plantlike items. |
03:14 |
hmmmm |
what does, facedir? |
03:14 |
VanessaE |
yeah |
03:14 |
hmmmm |
why |
03:14 |
hmmmm |
and how |
03:14 |
VanessaE |
it's used for rotating the plant |
03:14 |
VanessaE |
(around Y axis only) |
03:14 |
VanessaE |
I forget the scale, but I *think* it's step -> 2 degrees of rotation |
03:15 |
VanessaE |
1 step* |
03:15 |
hmmmm |
regular facedir ranges in value from 0 to 23 |
03:15 |
VanessaE |
yep |
03:15 |
hmmmm |
and plant facedir is 0 to 45?? |
03:16 |
hmmmm |
47 i mean |
03:16 |
VanessaE |
something like that yeah |
03:16 |
VanessaE |
simple rotation-in-not-quite-degrees |
03:16 |
hmmmm |
what does it mean if there's an in between rotation |
03:16 |
hmmmm |
? |
03:16 |
VanessaE |
in-between? |
03:16 |
hmmmm |
yes |
03:16 |
hmmmm |
what does a plant facedir value of 1 mean |
03:16 |
hmmmm |
you said each step is 2 degrees of rotation |
03:17 |
VanessaE |
oh, that's 2 degrees off of the 45-degree "baseline" I believe |
03:17 |
VanessaE |
10=45, 1=47, 2=49, ... |
03:17 |
VanessaE |
1=45* |
03:17 |
VanessaE |
G*d damn it |
03:17 |
VanessaE |
0=45, 1=47, 2=49, ... |
03:18 |
hmmmm |
well |
03:18 |
hmmmm |
if plants don't work it's your fault for making it too overcomplicated |
03:18 |
hmmmm |
:) |
03:18 |
VanessaE |
don't look at me, RBA coded it :) |
03:19 |
VanessaE |
(so by definition, it already IS overcomplicated on some level :P ) |
03:19 |
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03:20 |
hmmmm |
ha ha |
03:20 |
VanessaE |
we settled on a scale of 2:1 to make sure a plant could be rotated all the way around to the point where the textures' orientation would make it "overflow" |
03:20 |
hmmmm |
there are still some parts of minetest i don't fully understand |
03:20 |
hmmmm |
this is one of them |
03:21 |
VanessaE |
one thing I don't understand, |
03:22 |
VanessaE |
well, hard to explain. you got moreblocks handy? |
03:22 |
hmmmm |
nope |
03:22 |
VanessaE |
ok well get it. place a table saw and stick some stone into the input slot. |
03:22 |
VanessaE |
notice how long it takes to render the formspec on the first run |
03:22 |
VanessaE |
I'm pretty sure that's a render-to-texture thing happening there |
03:23 |
hmmmm |
probably |
03:23 |
VanessaE |
I've been wondering why we haven't ditched that in favor of showing the models directly in the formspec |
03:25 |
VanessaE |
RBA was planning to do that, but as usual he got sidetracked |
03:26 |
VanessaE |
(not saying it bugs me. it's just one of those things I fail to understand) |
03:29 |
hmmmm |
yeah me too |
03:30 |
hmmmm |
to be honest it'll probably get fixed along with the formspec overhaul |
03:30 |
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04:14 |
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04:14 |
paramat |
ok thanks for the review |
04:14 |
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04:16 |
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04:20 |
paramat |
hmmmmm i'd like to merge as is, i find 31 clearer than 0x1F, and it's consistent with the rest of the function. will merge soon |
04:21 |
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04:37 |
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04:46 |
paramat |
cd ~/mtmapper |
04:46 |
paramat |
oh oops |
05:02 |
paramat |
now merging 3216 |
05:05 |
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05:08 |
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05:09 |
paramat |
complete, back down to 100 open PRs |
05:19 |
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05:25 |
celeron55 |
here's a thing https://github.com/celeron55/minetest_nmpr |
05:25 |
celeron55 |
waressearcher2: ^ |
05:43 |
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05:45 |
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06:06 |
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06:06 |
waressearcher2 |
celeron55: thanks, what "nmpr" stands for ? |
06:07 |
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06:09 |
hmmmm |
the initial Network MultiPlayer Release |
06:14 |
waressearcher2 |
right |
06:24 |
waressearcher2 |
strange it requires jthread, I think I did compiled 0.4.10.something without having jthread |
06:30 |
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06:32 |
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06:41 |
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06:49 |
celeron55 |
waressearcher2: latest versions of 0.4 have a built-in modified jthread |
07:35 |
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10:45 |
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11:26 |
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13:10 |
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13:33 |
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13:36 |
est31 |
honestly I think RBA's plantlike param2 configuration deserves its own param2type |
13:45 |
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15:16 |
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17:34 |
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17:34 |
kilbith |
wb RBA |
17:35 |
RealBadAngel |
hi |
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19:53 |
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19:53 |
paramat |
est31 > RBA's plantlike param2 configuration deserves its own param2type < it should have this. if it's facedir it will be incorrectly rotated |
20:21 |
paramat |
actually don't bother, i feel plantlike rotation should be removed as it's not used and is adding unnecessary calculations to a heavily-used drawtype in mesh generation |
20:26 |
paramat |
sfan5 can you add comments to game#682 ? also i will merge these biome tweaks soon game#687 |
20:26 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/682 -- Default: Remove light source from mese ore by paramat |
20:26 |
ShadowBot |
https://github.com/minetest/minetest_game/issues/687 -- Mgv5/7 biomes: Add shallow dirt waters by paramat |
20:26 |
sfan5 |
I'll look at them soon |
20:27 |
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20:27 |
paramat |
ok |
20:29 |
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20:37 |
sfan5 |
paramat: both ok |
20:38 |
paramat |
ok thanks |
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20:44 |
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20:51 |
RealBadAngel |
paramat, those calculations are not that heavy. and on the other hand rotations shall be used imho |
20:51 |
RealBadAngel |
if minetest_game doesnt like to use it, other games may want to |
20:53 |
RealBadAngel |
for(u16 i = 0; i < 4; i++) |
20:53 |
RealBadAngel |
vertices[i].Pos.rotateXZBy(46 + n.param2 * 2); |
20:54 |
RealBadAngel |
code responsible for that is + n.param2 *2 |
20:54 |
RealBadAngel |
not that much... |
20:55 |
RealBadAngel |
and facedir has nothing to do with plantlike |
20:57 |
paramat |
what is param2type for plantlike currently? |
21:02 |
est31 |
It seems it doesn't care which param2type to use |
21:02 |
est31 |
once the drawtype is plantlike, its automatically used |
21:05 |
paramat |
perhaps it should have a param2type so that node rotation knows how to deal with it |
21:05 |
est31 |
yup |
21:05 |
est31 |
what I've said earlier this day |
21:06 |
est31 |
any ideas for a name? |
21:11 |
paramat |
PLANTROT? hehe |
21:11 |
est31 |
lol |
21:12 |
est31 |
2DROTATE? |
21:21 |
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21:23 |
paramat |
i'm fairly neutral about plantlike rotation being available for modders, however it was partly added with the intention of it being used in mapgen, which now won't happen. also those extra calculations, while lightweight, are in a heavily used part of meshgen. i don't feel the very occasional use by modders justifies this |
21:25 |
waressearcher2 |
having some issues compiling jthread |
21:28 |
T4im |
isn't multiplying by 2 basically optimized as just a simple bitshift? |
21:31 |
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21:35 |
est31 |
well, with the added paramtype2 only those modders will add it who actually use it |
21:35 |
est31 |
so the code will only be called where modders have enabled it |
21:37 |
est31 |
whatever, its only very simple computations |
21:38 |
est31 |
minetest can improve at many areas, but the approach of saying "we remove features" or "we slow it down" isnt the right way |
21:45 |
waressearcher2 |
I tryed to compile minetest_nmpr and it said it required "jthread" so I got that "jthread_1.0.tgz" but have lot of issues compiling it because the code is from 2002, and issues like adding "std::" or removing ".h" from "iostream.h", so the question I noticed there is jthread included in recent source code of minetest can I somehow build that |
21:45 |
waressearcher2 |
jthread and will it work with that old minetest_nmpr ? |
21:50 |
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21:51 |
est31 |
paramat, #3219 |
21:51 |
ShadowBot |
https://github.com/minetest/minetest/issues/3219 -- Add new ContentParamType2 "CPT2_DEGROTATE" by est31 |
21:51 |
est31 |
also, it is possible to use that rotation in lua mapgen right? |
21:55 |
* paramat |
looks |
21:55 |
paramat |
in lua mapgen yes i think so |
22:00 |
paramat |
nice commit, optimises the rotation code |
22:06 |
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22:10 |
paramat |
sure of it, there is a way to set param2 in the luavoxelmanip |
22:33 |
RealBadAngel |
Values range 0 - 255 is wrong |
22:33 |
RealBadAngel |
it should be 0 -179 |
22:33 |
RealBadAngel |
its multiplied *2 to get 0 - 359 |
22:33 |
est31 |
no |
22:34 |
est31 |
0 - 358 |
22:34 |
est31 |
not 359 |
22:34 |
est31 |
only even numbers |
22:34 |
est31 |
but yea, will change it |
22:34 |
RealBadAngel |
358, right |
22:35 |
RealBadAngel |
and the code is slower now, theres an extra "if", addition is still there |
22:36 |
RealBadAngel |
so i wont call it "an optmization" at all |
22:36 |
est31 |
its no optimisation |
22:36 |
RealBadAngel |
paramat called it so |
22:36 |
est31 |
i've opened the PR in order to have a proper content type |
22:37 |
est31 |
param type sorry |
22:39 |
RealBadAngel |
yeah, it wasnt documented at all, so its ok |
22:52 |
waressearcher2 |
I'm trying to compile minetest_nmpr this is the error: http://sprunge.us/aSAj, also I have irrlicht-1.8 and I took JThread from "minetest 0.2.20110731_3" version |
22:52 |
waressearcher2 |
I think the problem can be with JThread |
22:56 |
est31 |
"note: 'pthread_create@@GLIBC_2.1' is defined in DSO /lib/libpthread.so.0 so try adding it to the linker command line" |
22:56 |
est31 |
have you tried that? |
22:56 |
waressearcher2 |
no |
22:56 |
waressearcher2 |
I just run "make" |
22:57 |
waressearcher2 |
this is the command like I assume |
22:57 |
waressearcher2 |
g++ -o bin/test src/connection.o src/environment.o src/client.o src/server.o src/socket.o src/mapblock.o src/mapsector.o src/heightmap.o src/map.o src/player.o src/utility.o src/main.o src/test.o -L/usr/X11R6/lib -lIrrlicht -lGL -lXxf86vm -lXext -lX11 -ljthread |
22:57 |
waressearcher2 |
what should I add ? |
23:00 |
est31 |
-lpthread ? |
23:01 |
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23:42 |
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23:53 |
waressearcher2 |
that minetest_nmpr is really heavy on CPU I have 85% load on 1.8Gh with just 20FPS |
23:53 |
waressearcher2 |
no 30FPS and when I walk it drops to 15-20FPS and its the most simple version of minetest |